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Question by chillypacman · Sep 25, 2011 at 10:37 AM · c#prefabprefabs

Insert a prefab into scene in a script?

I've created a prefab called 'Bullet' and I'm trying to add it to the scene whenever a player presses space.

I have the following script set up:

 void Update () 
 {
     if(Input.GetKeyDown(KeyCode.Space))
     {
         GameObject go = new GameObject("Bullet");
     }
 }

But when I hit space when the game is running I get an error saying 'the thing you want to instantiate is null'.

And that's basically what I probably should expect, but how do I make it a prefab of Bullets?

edit: I've found that I can do this by creating a public object variable and manually dragging and dropping the prefab into it from the window pane afterwhich I can simply Initialize from it. but I would rather be able to tell it to load a prefab I know I've created, is this possible?

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Answer by asafsitner · Sep 25, 2011 at 10:56 AM

That's not how it works in Unity. You'll need to use the Instantiate method and a prefab, i.e:

 using UnityEngine;
 using System.Collections;
 
 public class test : MonoBehaviour 
 {
     //drag prefab here in editor
     public Transform InstantiateMe;
     
     // Update is called once per frame
     void Update () 
     {
         if (Input.GetKeyDown(KeyCode.Space))
         {
             //you don't have to instantiate at the transform's positio nand rotation, swap these for what suits your needs
             var go = Instantiate(InstantiateMe, transform.position, transform.rotation);
         }
     }
 }


And of course, set whatever properties of the instantiated prefab you want afterwards. More on Instantiate: http://unity3d.com/support/documentation/ScriptReference/Object.Instantiate.html

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avatar image Lazouskie · Jul 06, 2016 at 03:15 AM 0
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Thanks for this answer, helped me fix my issue lol

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